game_manager.h
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef TITANIC_GAME_MANAGER_H
#define TITANIC_GAME_MANAGER_H
#include "common/scummsys.h"
#include "titanic/game_state.h"
#include "titanic/input_handler.h"
#include "titanic/input_translator.h"
#include "titanic/support/time_event_info.h"
#include "titanic/true_talk/true_talk_manager.h"
#include "titanic/sound/music_room.h"
#include "titanic/sound/sound.h"
namespace Titanic {
class CBackgroundSoundMaker;
class CGameView;
class CMovie;
class CMovieClip;
class CProjectItem;
class CRoomItem;
class CScreenManager;
class CTreeItem;
class CViewItem;
class CVideoSurface;
class SimpleFile;
class CGameManager {
private:
CTrueTalkManager _trueTalkManager;
CTimeEventInfoList _timers;
CTreeItem *_treeItem;
CBackgroundSoundMaker *_soundMaker;
CMovie *_movie;
CRoomItem *_movieRoom;
int _transitionCtr;
CVideoSurface *_movieSurface;
uint _lastDiskTicksCount;
uint _tickCount2;
private:
/**
* Generates a message for the next game frame
*/
void frameMessage(CRoomItem *room);
/**
* Handles any ongoing movie playback
*/
void updateMovies();
/**
* Handles a room transition
*/
void roomTransition(CRoomItem *oldRoom, CRoomItem *newRoom);
public:
CProjectItem *_project;
CGameView *_gameView;
CGameState _gameState;
Rect _bounds;
CInputHandler _inputHandler;
CInputTranslator _inputTranslator;
CTreeItem *_dragItem;
CSound _sound;
CMusicRoom _musicRoom;
public:
CGameManager(CProjectItem *project, CGameView *gameView, Audio::Mixer *mixer);
~CGameManager();
/**
* Destroys and allocated tree item
*/
void destroyTreeItem();
/**
* Save data to a save file
*/
void save(SimpleFile *file);
/**
* Load data from a save file
*/
void load(SimpleFile *file);
/**
* Called when a game is about to be loaded
*/
void preLoad();
/**
* Called after loading a game has finished
*/
void postLoad(CProjectItem *project);
/**
* Called when a game is about to be saved
*/
void preSave(CProjectItem *project);
/**
* Called when a game has finished being saved
*/
void postSave();
/**
* Updates the game time when the last disk access started
*/
void updateDiskTicksCount();
/**
* Gets the current view
*/
CViewItem *getView() { return _gameState._gameLocation.getView(); }
/**
* Gets the current room node
*/
CNodeItem *getNode() { return _gameState._gameLocation.getNode(); }
/**
* Gets the current room
*/
CRoomItem *getRoom() { return _gameState._gameLocation.getRoom(); }
/**
* Lock the input handler
*/
void lockInputHandler() { _inputHandler.incLockCount(); }
/**
* Unlock the input handler
*/
void unlockInputHandler() { _inputHandler.decLockCount(); }
/**
* Plays a movie clip
*/
void playClip(CMovieClip *clip, CRoomItem *oldRoom, CRoomItem *newRoom);
/**
* Main frame update method for the game
*/
void update();
/**
* Called when the room changes
*/
void roomChange();
/**
* Returns true if no transition is currently in progress
*/
bool isntTransitioning() const { return !_transitionCtr; }
/**
* Increments the number of active transitions
*/
void incTransitions() { ++_transitionCtr; }
/**
* Decremenst the number of active transitions
*/
void decTransitions() { --_transitionCtr; }
/**
* Extends the bounds of the currently dirty area of the
* game screen to include the specified area
*/
void addDirtyRect(const Rect &r);
/**
* Marks the entire screen as dirty, requiring redraw
*/
void markAllDirty();
/**
* Set and return the current screen manager
*/
CScreenManager *setScreenManager() const;
/**
* Adds a timer
*/
void addTimer(CTimeEventInfo *timer) { _timers.push_back(timer); }
/**
* Stops a timer
*/
void stopTimer(uint id) { _timers.stop(id); }
/**
* Flags whether the timer will be persisent across save & loads
*/
void setTimerPersisent(uint id, bool flag) {
_timers.setPersisent(id, flag);
}
/**
* Return the true talk manager
*/
CTrueTalkManager *getTalkManager() { return &_trueTalkManager; }
/**
* Return the full Id of the current view in a
* room.node.view tuplet form
*/
CString getFullViewName();
};
} // End of namespace Titanic
#endif /* TITANIC_GAME_MANAGER_H */